This commit is contained in:
Jenny Crowe 2022-03-01 12:36:45 -07:00
commit f4047466a6
5 changed files with 521 additions and 25 deletions

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@ -8,6 +8,15 @@ namespace RhythmHeavenMania.Games.KarateMan
{
public class KarateMan : Minigame
{
public enum HitType
{
Pot = 0,
Rock = 2,
Ball = 3,
TacoBell = 6
}
public enum LightBulbType
{
Normal,
@ -27,6 +36,12 @@ namespace RhythmHeavenMania.Games.KarateMan
Custom
}
public enum BackgroundFXType
{
None,
Sunburst
}
public enum ShadowType
{
Tinted,
@ -55,6 +70,7 @@ namespace RhythmHeavenMania.Games.KarateMan
public SpriteRenderer BGFXSprite;
public BackgroundType BGType = BackgroundType.Yellow;
public BackgroundFXType BGFXType = BackgroundFXType.None;
public Color BGColor;
public ShadowType Shadow = ShadowType.Tinted;
@ -260,14 +276,18 @@ namespace RhythmHeavenMania.Games.KarateMan
}
}
public void BGFXOn()
public void SetBackgroundFX(BackgroundFXType type)
{
BGFXSprite.enabled = true;
}
public void BGFXOff()
{
BGFXSprite.enabled = false;
BGFXType = type;
if(BGFXType == BackgroundFXType.None)
{
BGFXSprite.enabled = false;
}
else
{
BGFXSprite.enabled = true;
}
}
public void SetBackgroundColor(int type, int shadowType, Color backgroundColor, Color shadowColor)

View file

@ -102,21 +102,26 @@ namespace RhythmHeavenMania.Editor
else if (objType.IsEnum)
{
List<TMP_Dropdown.OptionData> dropDownData = new List<TMP_Dropdown.OptionData>();
for (int i = 0; i < System.Enum.GetValues(objType).Length; i++)
var vals = Enum.GetValues(objType);
var selected = 0;
for (int i = 0; i < vals.Length; i++)
{
string name = System.Enum.GetNames(objType)[i];
string name = Enum.GetNames(objType)[i];
TMP_Dropdown.OptionData optionData = new TMP_Dropdown.OptionData();
optionData.text = name;
dropDownData.Add(optionData);
if ((int)vals.GetValue(i) == (int)parameterManager.entity[propertyName])
selected = i;
}
dropdown.AddOptions(dropDownData);
dropdown.value = ((int)Enum.Parse(objType, parameterManager.entity[propertyName].ToString()));
dropdown.value = selected;
dropdown.onValueChanged.AddListener(delegate
{
parameterManager.entity[propertyName] = Enum.ToObject(objType, dropdown.value);
parameterManager.entity[propertyName] = (int)Enum.GetValues(objType).GetValue(dropdown.value);
});
}
else if (objType == typeof(Color))

View file

@ -120,7 +120,7 @@ namespace RhythmHeavenMania.Editor
for (int i = 0; i < mg.actions.Count; i++)
{
if (mg.actions[i].actionName == "switchGame") continue;
if (mg.actions[i].actionName == "switchGame" || mg.actions[i].hidden) continue;
GameObject g = Instantiate(EventRef, eventsParent);
g.GetComponent<TMP_Text>().text = mg.actions[i].actionName;
g.SetActive(true);

View file

@ -49,14 +49,20 @@ namespace RhythmHeavenMania
public float defaultLength;
public bool resizable;
public List<Param> parameters;
public bool hidden;
public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool resizable = false, List<Param> parameters = null)
/* If you want to add additional arguments to GameAction, leave `bool hidden = false` as the last parameter
* You can specify an action as hidden by adding `hidden: value` as the final parameter in your call
* (Even if you haven't used all prior arguments)
*/
public GameAction(string actionName, EventCallback function, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, bool hidden = false)
{
this.actionName = actionName;
this.function = function;
this.defaultLength = defaultLength;
this.resizable = resizable;
this.parameters = parameters;
this.hidden = hidden;
}
}
@ -242,7 +248,13 @@ namespace RhythmHeavenMania
new Minigame("karateman", "Karate Man", "70A8D8", false, false, new List<GameAction>()
{
new GameAction("bop", delegate { KarateMan.instance.Bop(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 0.5f, true),
new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 0); }, 2),
new GameAction("hit", delegate
{
KarateMan.instance.Shoot(eventCaller.currentEntity.beat, eventCaller.currentEntity.type);
}, 2, false, new List<Param>()
{
new Param("type", KarateMan.HitType.Pot, "Object")
}),
new GameAction("bulb", delegate {
var e = eventCaller.currentEntity;
var c = KarateMan.instance.LightBulbColors[e.type];
@ -253,15 +265,20 @@ namespace RhythmHeavenMania
new Param("type", KarateMan.LightBulbType.Normal, "Type"),
new Param("colorA", new Color(), "Custom Color")
}),
new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 2); }, 2),
new GameAction("ball", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 3); }, 2),
new GameAction("kick", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 4); }, 4.5f),
new GameAction("combo", delegate { KarateMan.instance.Combo(eventCaller.currentEntity.beat); }, 4f),
new GameAction("hit3", delegate { KarateMan.instance.Hit3(eventCaller.currentEntity.beat); }),
new GameAction("hit4", delegate { KarateMan.instance.Hit4(eventCaller.currentEntity.beat); }),
new GameAction("hit3", delegate
{
var e = eventCaller.currentEntity;
if(e.toggle)
KarateMan.instance.Hit4(e.beat);
else
KarateMan.instance.Hit3(e.beat);
}, 1f, false, new List<Param>()
{
new Param("toggle", false, "Hit 4")
}),
new GameAction("prepare", delegate { KarateMan.instance.Prepare(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); }, 1f, true),
new GameAction("bgfxon", delegate { KarateMan.instance.BGFXOn(); } ),
new GameAction("bgfxoff", delegate { KarateMan.instance.BGFXOff(); }),
new GameAction("set background color", delegate {
var e = eventCaller.currentEntity;
var c = KarateMan.instance.BackgroundColors[e.type];
@ -272,9 +289,25 @@ namespace RhythmHeavenMania
new Param("type", KarateMan.BackgroundType.Yellow, "Background Type"),
new Param("type2", KarateMan.ShadowType.Tinted, "Shadow Type"),
new Param("colorA", new Color(), "Custom Background Color"),
new Param("colorB", new Color(), "Custom Shadow Color")
new Param("colorB", new Color(), "Custom Shadow Color"),
}),
new GameAction("tacobell", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 6); }, 2),
new GameAction("set background fx", delegate {
KarateMan.instance.SetBackgroundFX((KarateMan.BackgroundFXType)eventCaller.currentEntity.type);
}, 0.5f, false, new List<Param>()
{
new Param("type", KarateMan.BackgroundFXType.None, "FX Type")
}),
// These are still here for backwards-compatibility but are hidden in the editor
new GameAction("pot", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 0); }, 2, hidden: true),
new GameAction("rock", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 2); }, 2, hidden: true),
new GameAction("ball", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 3); }, 2, hidden: true),
new GameAction("tacobell", delegate { KarateMan.instance.Shoot(eventCaller.currentEntity.beat, 6); }, 2, hidden: true),
new GameAction("hit4", delegate { KarateMan.instance.Hit4(eventCaller.currentEntity.beat); }, hidden: true),
new GameAction("bgfxon", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.Sunburst); }, hidden: true),
new GameAction("bgfxoff", delegate { KarateMan.instance.SetBackgroundFX(KarateMan.BackgroundFXType.None); }, hidden: true),
}),
new Minigame("spaceSoccer", "Space Soccer", "B888F8", false, false, new List<GameAction>()
{